![]() |
PLASTIC OSTFRONT RULES FOR 1/72 SCALE WARGAMING |
![]() |
ARTILLERY
Essential points of how the rules function…
Artillery is organised into battalions of 3 to 6 models plus crew, prime movers FOO and HQ elements.
Normally the models are deployed in the SUPPORT AREA behind the baseline with a marker to show the range to table.Then they shoot into the playing area up to their maximum range including the on-table distance.
Guns may shoot at targets visible to them but usually shoot indirectly with their targets controlled by a Forward Observation Officer.
The FOO deploys 3 target registration points – TRPs – on the board and it is with reference to these that shooting is done.
In any turn the FOO can attack enemy located within a certain distance of the TRP, if targets are further from the TRP then it takes longer to get fire onto the target. The FOO can sometimes also move the TRPs.
HQ elements can also function as FOO but may not be so effective .
Once the target is selected a type of barrage is called down upon it.
The effectiveness of the barrage may be reduced due to weather or ranging errors – using dice.
All elements in a barraged area get PINNED and all check to see if they are hit.
Elements hit check to see if they damaged.
ORGANISATION
One gun represents a battery ( normally 4 to 6 guns) .
Three guns represent an artillery battalion.
Battalions may comprise up to 6 batteries if desired and of various calibre weapons.
For each BATTALION the player will have a template for the area affected by a barrage (sheaf).
IF THE BATTERY HAS 2 OR LESS GUNS DEDUCT 1 FROM HIT CHANCES.
Each battalion will have a Forward Observervation Officer (FOO) who can be at the battle line.
Separate batteries can only be used if they are detached to a battalion at game start and are controlled either by a dedicated FOO or the battalion HQ. These individual batteries use a beaten zone template which is half the normal size.
Company and higher level headquarters elements can also function as FOOs for flexible troops.
Battalion and higher level headquarters can functionas FOOs for inflexible troops.
Mortars behave as guns but have their own templates. Are controlled by any HQ in their regiment or if part of the divisional or higher level have FOOs as artillery.
If deployed within the SUPPORT AREA then batteries must have an accompanying chit which indicates how many metres behind the base-line they are located – this is the ‘range-to-table’ and must be added to table ranges when considering fire effects.
Procedure for Artillery Shoot
1) SELECT TARGET, MISSION TYPE AND INTENSITY.
2) DICE FOR EFFECTIVENESS ON TABLE 3.
3) IF FIRE ARRIVES LAY TEMPLATE AS PER TABLE 1 OR 3 AS PER MISSION.
4) ALL UNITS OVERLAIN ARE PINNED IF INTENSITY OF FIRE IS 2 OR MORE AND THROW FOR HITS ON TABLE 4.
5) HIT UNITS THROW FOR DAMAGE ON TABLE 5.
6) DAMAGED UNITS THROW FOR DAMAGE EFFECT ON TABLE 6.
Target Registration
.FOO or HQ elements can register a target for an artillery mission i.e. choose an element or location to shoot at.
Inflexible artillery targets are registered before the battle : either enemy elements or possible locations.
Flexible artillery targets can be registered during the battle as enemy elements are spotted during the battle.
A FOO CANNOT MOVE UNLESS HE IS IN A RADIO-EQUIPPED VEHICLE
FOO can deploy 3 Target Registration Point (TRP) markers each indicating a registration point before the battle plus 3 dummies.
Flexible FOOs can retain theirs for allocation during the battle if desired.
Inflexible FOOs cannot move their markers but flexible FOOs can.
It takes one move to move 1 marker: place the marker in its new location : FOO does nothing else that turn.
Dummy markers can also be moved.
Guns may fire under instruction from an HQ with the same flexible/inflexible restrictions.
Artillery can be called down this game turn upon enemy elements within 10 cm of a marker.
Artillery can be called down upon elements within 30cm of a marker with a possible penalty of effect.
RED ARMY : INFLEXIBLE BUT CAN TARGET WITHIN 1000m OF A MARKER (WITH A PENALTY).
Intensity of Mission
A fire mission can be called down in 3 levels of intensity.
1 – harassing fire – sporadic fire to irritate and hamper enemy
2 – effective fire – normal intensity
3 – maximum effort – all-out rapid fire
Each uses ammo equal to the same number of units as intensity.
Unless specifically stated missions are assumed to be intensity 2.
Types of Mission
Battalions can shoot several types of mission:
BOMBARDMENT: Normal mission which saturates an area. One dice thrown for each element in area.
CONCENTRATION: If the guns are within 4000m of the target they can focus on a single spot – perhaps a pillbox, and have an increased chance to hit the target.
Each element in the beaten zone dices once for each battery contributing.
RED ARMY ARTILLERY CANNOT SHOOT CONCENTRATIONS (BUT CAN OVERLAY BOMBARDMENTS).
CREEPING BARRAGE : INITIALLY AS bombardment BUT EACH SUBSEQUENT TURN MOVE THE TEMPLATE TO ITS BACK EDGE.
One dice for each target.
RED ARMY ARTILLERY CANNOT SHOOT CREEPING BARRAGE (BUT CAN SHOOT SUCCESSIVE BOMBARDMENTS TO SIMULATE IT).
PINNING
All elements within an area under fire are PINNED.
Area Affected (Sheaf)
A battery creates a zone of blasted ground of size dependant upon its calibre and mission.
BEATEN ZONES FOR ARTILLERY BATTALIONS – CONCENTRATION
(NOT POSSIBLE FOR ROCKETS)
|
CALIBRE |
WIDTH |
DEPTH |
|
<75mm |
75mm |
100mm |
|
<100mm |
100mm |
100mm |
|
<120mm |
125mm |
100mm |
|
<160mm |
150mm |
100mm |
|
>160mm |
180mm |
100mm |
ARTILLERY TABLE 1.
BEATEN ZONES FOR ARTILLERY BATTALIONS – BOMBARDMENT
|
CALIBRE |
WIDTH |
DEPTH |
|
<75mm |
150mm |
150 mm |
|
<100mm |
180mm |
150 mm |
|
<120mm |
200mm |
150 mm |
|
<160mm |
250mm |
150 mm |
|
160mm+ |
300mm |
150 mm |
|
ROCKETS (6 BARREL – HALVE AREA) |
400mm |
300mm |
ARTILLERY TABLE 2.
DICE FOR EFFECTIVE BOMBARDMENT:
(modified intensities of 0 or less are considered to have no effect)
NON-FOO CALLING -1 INEXPERIENCED -1 VETERAN +1
POOR -2 FOO IN AEROPLANE +1 TARGET >100mm FROM TRP -1
CALLING ARTY NOT IN OWN COMMAND -2 RUSSIAN ARTY TARGET >300m FROM TRP -2 SUBSEQUENT IDENTICAL REQUEST +1
0 NOTHING THIS TURN (NO AMMUNITION USED)
1 -2 INTENSITY
2 -1 INTENSITY
3 -1 INTENSITY
4 FULL EFFECT
5 FULL EFFECT
6 FULL EFFECT
ARTILLERY TABLE 3.
|
|
|
|
ARTILLERY HIT CHANCE TABLE |
|
|
|
|
|
|
|
|
|||||||||
|
INTENSITY |
|
TARGET |
|
|
|
|
|
|
|
|
|
|||||||||
|
|
|
|
|
IN OPEN |
TO HIT COVER |
HASTY COVER |
PREPARED POSITION |
FORTIF’N |
|
|||||||||||
|
HARASSING (1) |
6 |
|
X |
|
X |
|
|
|
|
X |
|
|
|
X |
|
|
|
|||
|
NORMAL (2) |
|
4 |
|
5 |
|
5 |
|
|
|
|
6 |
|
|
|
6 FOR 156mm+ |
|
||||
|
MAX EFFORT (3) |
3 |
|
3 |
|
4 |
|
|
|
|
5 |
|
|
|
6 |
|
|
|
|||
|
|
|
|
THROW EQUAL OR BETTER TO HIT |
|
|
|
|
|
|
|
|
|
|
|
||||||
ARTILLERY TABLE 4.
|
ARTILLERY DAMAGE TABLE |
{}in Hasty Pn ()in Prep’d [ ]in Fort’n # INF HITS, 2ND CAS |
|
THROW X OR BETTER TO KO |
|
|
|
SHOOTER |
VS INF OR GUNS THROW EQUAL OR BETTER... |
VS SOFT |
VS OPEN AFV |
VS AFV <4 MAX ARMOUR |
VS AFV 4+ MAX ARMOUR |
|
<75MM HEAVY WEAPON GROUPS |
#1 3+{4+}(5+)[6+] |
5 |
X |
X |
X |
|
<110MM |
#1,5+ 0+{1+}(4+)[5+] |
4 |
6 |
X |
X |
|
<156MM |
#1,3+ 1+{2+}(3+)[4+] |
3 |
5 |
6 |
6 then 56 |
|
156MM+ |
#2,5+ 0+{1+}(2+)[3+] |
2 |
4 |
5 |
6 then 456 |
|
ROCKET |
#1,4+ 1+{2+}(3+)[5+] |
3 |
5 |
6 |
6 then 56 |
|
|
(Poor/Inex target add 1 to dice) |
|
|
ARTILLERY TABLE 5.
DAMAGE EFFECT TABLE
|
SOFT VEHICLES |
|
123 IMMOBILISED 45 SPEED 3"MAX, TOW LOST 6 SPECIAL HIT |
|
(PERSONNEL CARRIED TAKE APPROPRIATE HITS) |
|
|
|
GUN |
|
CREW HIT AS PER INFANTRY |
|
WEAPON DAMAGED AS PER OPEN AFV - DAMAGED = UNUSEABLE |
|
|
|
AFV |
|
1 IMMOBILISED |
|
2 SPEED 3" MAX |
|
3 MAIN GUN DAMAGED FOR 1 DAY |
|
4,5,6 SPECIAL HIT |
|
PERSONNEL CARRIED: |
|
CLOSED AFV : TAKE HITS -1 , PINNED |
|
OPEN AFV: TAKE HITS , PINNED |
ARTILLERY TABLE 6.
LIMITATIONS ON SHOOTING
Ammunition
Each battery has 6 points of ammunition for use in the game and extra points for pre-game bombardment as follows: OFFENSIVE: 12 DEFENSIVE: 6
Extra loads may be purchased. A truck carries 6 points of ammo per axle.
Safety Margins
No target may be fired at which is within 150 metres of friendly troops if the fire is at markers registered before the battle, otherwise 300m.
Moving Vehicles
Vehicular targets must be stationary when targeted.
Surprise Shooting
The first turn of shooting on a target (not pre-game barrages) gets a +1 to damage chance (not hit) rolls
unless artillery fell within 500m on the previous game turn.
Value of Cover and Its Destruction
When a unit in cover is hit then the cover may also be damaged.
Alternatively it is possible to shoot with the intention of damaging cover.
When cover is hit an area 60 x 60mm is affected – the area under a hit element or the 60mm square nearest the shooting battery which is not yet damaged.
Impacts of Concentration fire also halves the effectiveness of minefields but they must be spotted first.
|
COVER |
DEFINITION |
COVER VALUE |
Score to Collapse IF HIT |
COVER VALUE AFTER COLLAPSE |
COVER VALUE IF PREPARED |
Score to Collapse IF HIT |
COVER VALUE AFTER COLLAPSE |
|
LIGHT STRUCTURE |
WOODEN (INCL. PART STONE) |
NONE |
6 |
NONE |
HASTY |
8 |
HASTY |
|
HEAVY STRUCTURE |
BRICK/STONE |
HASTY |
8 |
HASTY |
FORTIFICATION |
12 |
PREPARED |
|
MULTI-STOREY HEAVY STRUCTURE |
MULTI-STOREY BRICK OR STONE |
PREPARED |
8 per level (TOP DOWN) |
PREPARED |
FORTIFICATION |
12 per level (TOP DOWN) |
PREPARED |
|
|
|
|
Throw 6dice plus barrage points |
|
|
Throw 6dice plus barrage points |
|
|
HASTY |
FOUND ON BATTLEFIELD. CAN STOP BULLETS. |
|
NOT APPLICABLE |
|
|
|
|
|
PREPARED |
IN POSSESSION OF AREA 24 HOURS AND WORKING ON DEFENCES |
|
10 |
HASTY |
|
|
|
|
FORTIFICATION |
WORKED ON FOR AT LEAST 24 HOURS BY ENGINEERS |
|
12 |
PREPARED |
|
|
|
ARTILLERY TABLE 7.
COUNTER-BATTERY FIRE
USING FLASH AND SOUND LOCATION EQUIPMENT – which must be bought - OR AIRCRAFT - IT WAS POSSIBLE FOR THE LOCATION OF ENEMY ARTILLERY TO BE PIN-POINTED. FIRE COULD THEN BE RETURNED TO NEUTRALISE THE EFFECT OF THE ENEMY ARTILLERY.
TO EXECUTE COUNTERBATTERY FIRE:
· Place a battery (or more) on Ambush Fire
· THE COUNTER-BATTERY ELEMENT MUST BE WITHIN RANGE.
· THROW FOR EACH BATTERY – ASSIGN A CB BATTERY TO EACH IN TURNAS THEY FIRE - IF ENOUGH AVAILABLE. A DICE ROLL OF 5 OR GREATER IS NEEDED [ (3 FOR ROCKETS) +2 if Locator Unit or Obs Aircraft used] TO SPOT THE ENEMY FIRE. A CB BATTERY CAN DICE FOR AS MANY ENEMY BATTERIES AS FIRE THAT GO UNTIL IT SUCCESSFULLY SPOTS ONE.
· Shoot CB artillery with template at centre of located gun’s base.
OFF-BOARD ARTILLERY CAN BE MOVED TO NECESSITATE THE ENEMY TO START LOCATION AGAIN.
MOVE THE ELEMENTS IN THE SUPPORT AREA AND CALCULATE WHAT THE NEW RANGE-TO-TABLE IS.